perf: significant performance optimizations on ordered behaviour collectors by using a sorted dictionary

This commit is contained in:
2025-10-13 09:58:58 +03:00
parent 9ccf7b754d
commit c7d170fad9
9 changed files with 152 additions and 141 deletions

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@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Engine.Core;
namespace Engine.Integration.MonoGame;
@@ -6,9 +7,10 @@ namespace Engine.Integration.MonoGame;
public class LoadContentManager : Behaviour, IFirstFrameUpdate
{
// We use Ascending order because we are using reverse for loop to call them
private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private readonly ActiveBehaviourCollectorOrdered<ILoadContent> loadContents = new() { SortBy = SortByAscendingPriority() };
private readonly ActiveBehaviourCollectorOrdered<int, ILoadContent> loadContents = new(GetPriority(), SortByAscendingPriority());
private readonly List<ILoadContent> toCallLoadContents = new(32);
private MonoGameWindowContainer monoGameWindowContainer = null!;

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@@ -6,12 +6,13 @@ namespace Engine.Integration.MonoGame;
public class SpriteBatcher : BehaviourBase, IFirstFrameUpdate, IDraw
{
private static Comparer<IBehaviour> SortByPriority() => Comparer<IBehaviour>.Create((x, y) => y.Priority.CompareTo(x.Priority));
private static Comparer<int> SortByPriority() => Comparer<int>.Create((x, y) => y.CompareTo(x));
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private ISpriteBatch spriteBatch = null!;
private MonoGameCamera2D camera2D = null!;
private readonly ActiveBehaviourCollectorOrdered<IDrawableSprite> drawableSprites = new() { SortBy = SortByPriority() };
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableSprite> drawableSprites = new(GetPriority(), SortByPriority());
public void FirstActiveFrame()
{

View File

@@ -8,11 +8,13 @@ namespace Engine.Integration.MonoGame;
public class TriangleBatcher : BehaviourBase, ITriangleBatch, IFirstFrameUpdate, IDraw
{
private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
private static Comparer<int> SortByAscendingPriority() => Comparer<int>.Create((x, y) => x.CompareTo(y));
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private TriangleBatch triangleBatch = null!;
private MonoGameCamera2D camera2D = null!;
private readonly ActiveBehaviourCollectorOrdered<IDrawableTriangle> drawableShapes = new() { SortBy = SortByAscendingPriority() };
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
public void FirstActiveFrame()
{